#pragma once #include #include "ppu/types.h" #include "engine/types.h" #include "engine/entity.h" /** @brief flashes sprite white, also needs to be called next frame */ void hh_animate_hit(hh_s_rendering*, bool hit); /** @brief updates current animation frame */ void hh_animate(hh_s_rendering*, uint16_t start, uint16_t end, uint8_t step); /** @brief passively updates sprite*/ uint16_t hh_update_sprite(uint16_t idx, hh_entity* in, vec_cor cam);